-Fixed Crafting: You should be able to customize equipped items. There's one exception, you should unequip Dark Maiden's Light before customize otherwise guide will get stuck on your characters. But if you forget this, the issue is solved with a save and load.
-Fixed guide from Dark Maiden's Light keep active when the item is in inventory/ground.
If you drop it on the ground while holding it and Eilistree's Guide is active, it will continue glowing and allies in the light radius will get the bonus. This is the default aura game behaviour, but also intended.
I didn't realized that it's applying the status from the inventory if you unequip it and guide is active and I'm almost 99% sure it wasn't doing it on my initial testing, maybe something about unequip coding changed on a recent patch. This isn't intended but you can easy fix it by just deactivate it before unequip.
I will fix the inventory thing in the next update. For the moment, just deactivate it before unequip. Thanks for pointing it!
That is mostly a matter of taste, of course. But most aura effects in game don't work from inventory in any case. Idol of silvanus is special as it isn't even equippable so no other way it can works.
But the intention with the weapon that was it is phisically used to "guide" and it's set even to be unsheatable while guide is active, so having it proc from inventory is weird and that why I fixed it.
For some reason there are weapons from this mod as well as the daggers mod of yours that seem to be taking up the helmet slot and cannot be used as an actual weapon but the effects are still applied while equipped in the head slot.
Is it possible for you to make a Drow Rapier like your Elven Weaponry Blades mod where you have a rapier that has a poison blade at a higher rarity? I fell like that would fit in the lore of the Drow nicely.
Edit: I just realized you have a poison version. Any plans on making it or one at a higher rarity to keep the poison blade theme through a whole playthrough?
I have some more drow things planned, so highter tier items with poison theme is very likely in the future.
In the meantime: Spider fang here have some scaling build in already; Spider spit attack extra damage have cantrip scaling, while poison and slow chances use the drow duel DC (custom DC for this mod that automatically pick the highter from your character maneouverDC or spellcasting DC, both of them scales in the base game).
If at high level you give it a weapon enchanment oil from my oils mod, you'll have a weapon in line with any very rare or legendary of my mods.
Very niche but I am playing a paladin with rapier + dagger but the smite animation does not work when using drow rapier + dagger. The smite animation works with just the rapier on its own or with a shield but once a dagger is added in the offhand it no longer works. Dual rapier also works its just rapier + dagger that does not.
Edit: Nevermind, it appears to be a bug with bg3 itself. Tested dual wield feat with regular rapier + dagger and there is no animation for it in the game it seems.
I know is not related to the mod, but in case it helps.
You mean that divine smite don't play animation at all when dual wield? or that it just play one hand animation?
If it's the firts seens like a bug, if it's the second it's normal as divine smite is not tagged as "candualwield" so it should always work only with main weapon.
Its the first issue, when dual wielding the combination of rapier + dagger and I use smite, no animation plays, the character just freezes and deals damage. After further testing it only gets stranger. Scimitar + dagger and longsword + dagger work fine, but rapier + dagger and shortsword + dagger do not. Scimitar and shortsword have the same attributes but the first works and the latter does not. Very confusing
Even weirder is dagger + dagger, I cast Smite, it smites my target then prompts if i want to smite then smites twice more, totaling 3 smites from one dual attack and 3 spell slots used.
Edit: keeps getting stranger, trident + dagger has no animation but handaxe + dagger and mace + dagger work. I cannot see any pattern or reason for it to work this way.
Never mind it is actually an issue another mod I was playing with blackguard with the custom necrotic smite, i respecced to regular paladin and rapier dagger does have a smite animation, appears to just be an issue with the other mod's smites.
Sadly as an old-school D&D player, I'm too biased to use a mod for Drow equipment. For lore reasons, I'll share this: Items made by/for Drow in the Underdark are half normal weight. They are black and inscribed with spiders and webs in honor of Lolth. They primarily function poorly, or disintegrate, if exposed to sunlight for 1 minute or more. This includes most Drow made magical items, even when made of adamantine (a commonly used Drow crafting material).
Love these. Using them on my Dark Urge Lolth Sworn Warlock/Sorc. I am only using green weapons now, and I missed the melee caster. That's getting changed :)
I found that Menzoberranzan Fencing only offers extra dueling damge, which in most cases I would be better off simply using two weapon fighting fighting style. Getting 2 fighting style is an odd muticlass choice, I feel in some cases this bonus is on par with the basic main gache and defintely worse than blade and dagger
The main reason for Menzoberranzan Fencing isn't give a big bonus, it's just give more options to dueling users than just nothing or shield as this weapons are centered around it.
In all honestly I don't find OP if it can be used alongside Main Gauche. I remove it for thematic reasons, just a personal choice of making drow rapiers centered around offense an ignoring defense.
And, of course, desing wise is a utility to limit when certain skills can be used, or limit the power of other passives.
But I don't agree that Two Weapon Fighting is better that Dueling + MF. Let's think a high ability bonus like 5 and look at the numbers:
-TWF. Gives nothing investing only action and gives 5DP investing a bonus action. Action+BonusAction=5DP -D+MF: Gives 2DP investing only action and gives 2DP investing a bonus action. Action+BonusAction=4DP -But all classes with fighting style get extra attack wich means only action gives 4DP. Action+Extra+Bonus=6DP
So dueling+MF seens better to me unless you are mostly doing other things with actions and attacking with bonus action only. But usually is the other way around, so dueling is used most of the time while TWF is used sometimes.
Blade and Dagger is not really comparable because it exist for totally different reasons. As blades are versatile, if we ignore RPG/Personal Taste choices and center just in combat abilities, going two handed is always the best choice so I want to give other options a gameplay reason to exist.
Yess rapiers! I've been waiting, so happy. If there is any chance to add a Melee Spellcaster on any of them, in any way, I would be eternally grateful <3
Well, the vast mayority of the items are found as loot, not vendors. But either way I'll get what you mean.
But no, sorry that something that won't happen
Firts because add them as equipment for enemies will require messing with game character equipment templates, my mods are basically self contained and don't touch game files at all and I don't want to deal with incompatibilities that will arise because xxx mod also edit xxx character.
But more important, 99% of the content of the series in form of passives, status, weapon actions... Is new and add all the requirements for Ai use will need a major rework of everything. Most of the content is just too complicated for the AI and will end up tagging "Ai not use". Result: the mobs with my equipment will just end up using it as their base game equivalent.
So as you can see too many downsides and work for getting no practical results
43 comments
"Spin Off" in the series for Drow Rapiers.
As always any feedback is wellcome!
Thanks!
Update 1.1
-Added two new rapiers (see ss)
Update 1.1.1
-Improved Icons
-Fixed Crafting: You should be able to customize equipped items. There's one exception, you should unequip Dark Maiden's Light before customize otherwise guide will get stuck on your characters. But if you forget this, the issue is solved with a save and load.
-Fixed guide from Dark Maiden's Light keep active when the item is in inventory/ground.
I didn't realized that it's applying the status from the inventory if you unequip it and guide is active and I'm almost 99% sure it wasn't doing it on my initial testing, maybe something about unequip coding changed on a recent patch. This isn't intended but you can easy fix it by just deactivate it before unequip.
I will fix the inventory thing in the next update. For the moment, just deactivate it before unequip. Thanks for pointing it!
But the intention with the weapon that was it is phisically used to "guide" and it's set even to be unsheatable while guide is active, so having it proc from inventory is weird and that why I fixed it.
That's can happen when some mod mess with the base game root templates/equipmernt and the load order isn't correct is not related to my mod
Edit: I just realized you have a poison version. Any plans on making it or one at a higher rarity to keep the poison blade theme through a whole playthrough?
In the meantime: Spider fang here have some scaling build in already; Spider spit attack extra damage have cantrip scaling, while poison and slow chances use the drow duel DC (custom DC for this mod that automatically pick the highter from your character maneouverDC or spellcasting DC, both of them scales in the base game).
If at high level you give it a weapon enchanment oil from my oils mod, you'll have a weapon in line with any very rare or legendary of my mods.
animation works with just the rapier on its own or with a shield but once a dagger is added in the offhand it no longer works. Dual rapier also works its just rapier + dagger that does not.
Edit: Nevermind, it appears to be a bug with bg3 itself. Tested dual wield feat with regular rapier + dagger and there is no animation for it in the game it seems.
You mean that divine smite don't play animation at all when dual wield? or that it just play one hand animation?
If it's the firts seens like a bug, if it's the second it's normal as divine smite is not tagged as "candualwield" so it should always work only with main weapon.
Even weirder is dagger + dagger, I cast Smite, it smites my target then prompts if i want to smite then smites twice more, totaling 3 smites from one dual attack and 3 spell slots used.
Edit: keeps getting stranger, trident + dagger has no animation but handaxe + dagger and mace + dagger work. I cannot see any pattern or reason for it to work this way.
The main reason for Menzoberranzan Fencing isn't give a big bonus, it's just give more options to dueling users than just nothing or shield as this weapons are centered around it.
In all honestly I don't find OP if it can be used alongside Main Gauche. I remove it for thematic reasons, just a personal choice of making drow rapiers centered around offense an ignoring defense.
And, of course, desing wise is a utility to limit when certain skills can be used, or limit the power of other passives.
But I don't agree that Two Weapon Fighting is better that Dueling + MF. Let's think a high ability bonus like 5 and look at the numbers:
-TWF. Gives nothing investing only action and gives 5DP investing a bonus action. Action+BonusAction=5DP
-D+MF: Gives 2DP investing only action and gives 2DP investing a bonus action. Action+BonusAction=4DP
-But all classes with fighting style get extra attack wich means only action gives 4DP. Action+Extra+Bonus=6DP
So dueling+MF seens better to me unless you are mostly doing other things with actions and attacking with bonus action only. But usually is the other way around, so dueling is used most of the time while TWF is used sometimes.
Blade and Dagger is not really comparable because it exist for totally different reasons. As blades are versatile, if we ignore RPG/Personal Taste choices and center just in combat abilities, going two handed is always the best choice so I want to give other options a gameplay reason to exist.
Read the description, all of them can be customized with Melee Caster
I'd like to found these items (all series) in mobs using it again me instead of vendors, is that possible?
Best regards
M.
But no, sorry that something that won't happen
Firts because add them as equipment for enemies will require messing with game character equipment templates, my mods are basically self contained and don't touch game files at all and I don't want to deal with incompatibilities that will arise because xxx mod also edit xxx character.
But more important, 99% of the content of the series in form of passives, status, weapon actions... Is new and add all the requirements for Ai use will need a major rework of everything. Most of the content is just too complicated for the AI and will end up tagging "Ai not use". Result: the mobs with my equipment will just end up using it as their base game equivalent.
So as you can see too many downsides and work for getting no practical results